Size: Huge (5.3 m long); Atmospheric Speed: 1,100 km/h (18 sq./action) 

The Snowspeeder can be found in the Revised Core Rulebook p 235 


Atmospheric Speed: 500 km/h (8 sq./action)

The Trade Federation Battleship can be found in the Revised Core Rulebook p234 

Table: Vehicle, Starship, and Space Station Repair Costs

Vehicle Size Starship Size Space Station Size Base Repair Cost
Up to Huge Up to Diminutive 40
Gargantuan Tiny 100
Colossal Small Fine 200
Medium Diminutive 400
Large Tiny 1,000
Huge Small 2,000
Gargantuan Medium 4,000
Colossal Large 10,000
Huge 20,000
Gargantuan 40,000
Colossal 100,000

The actual cost of repairs is determined by the type of damage:

Hull point damage: Multiply the base repair cost by the number of hull points repaired. For example, if an Imperial Star Destroyer (Colossal size) takes 100 hull points of damage, repairs would cost 1,000,000 credits' worth of raw materials (000 base cost x 100 Hull Points = 1,000,000 credits). Repairing an X-wing (Tiny size) that takes a similar amount of damage would cost only 10,000 credits (100 base cost x 100 Hull Points = 10,000 credits).

System damage: Determine the Repair DC required for the damaged system (see Table 11–9: Battle Damage, page 216 of the Star Wars Roleplaying Game Revised Core Rulebook). Then multiply the base repair cost by 5 (Repair DC 10), 10 (Repair DC 15), 20 (Repair DC 20), or 50 (Repair DC 25).

For example, if the hyperdrive on the Millennium Falcon (Small size) is critically damaged (Repair DC 25), repairs would cost 10,000 credits' worth of raw materials. Fixing the same damage on the Naboo royal starship (Medium size) would cost 20,000 credits.


Hullpoints: 30 (DR 10) 

The Droid starfighter can be found in the Revised Core Rulebook p 229 

Starships require fuel cells to operate their reactors, engines, hyperdrives, and other systems. Light freighters such as the YT-1300 often use the Mark IV Fuel Cell (first described in Star Wars Adventure Journal #5, West End Games), which holds about 1 kg of starship fuel. Different sizes of starships use different sizes of fuel cells for their reactors:

Size Fuel cell holds Cost to refill fuel cell
Up to Small 1 kg 50 credits
Medium 10 kg 500 credits
Large 100 kg 5,000 credits
Huge 1,000 kg (1 ton) 50,000 credits
Gargantuan 10,000 kg (10 tons) 500,000 credits
Colossal 100,000 kg (100 tons) 5,000,000 credits

A starship has one fuel cell for every day of consumables it carries. Thus, a starship with one week of consumables (10 Galactic standard days) would have 5 fuel cells, a starship with one month of consumables (35 Galactic standard days) would have 35 fuel cells, and a starship with one year of consumables (368 Galactic standard days) would have 368 fuel cells.

A single fuel cell will provide power for any of the following:

  • one jump to lightspeed
  • one hour of combat, sublight travel (ramming speed), or atmospheric flight
  • six hours of hyperspace travel or sublight travel (attack speed)
  • one day of sublight travel (cruising speed)
  • one week (five days) of sublight travel (docking speed)
  • one month (35 days) while stationary or in orbit

Example 1: An X-wing (with one week of consumables) has 5 fuel cells, so it can jump to lightspeed, travel for six hours, engage in a combat raid for up to one hour, jump to lightspeed, and travel six hours to return home. This limited range is quite similar to that shown in the X-wing series of novels.

Example 2: A Venator-class Star Destroyer (with two years of consumables) has 736 fuel cells. Deploying a single Venator from Coruscant to the Outer Rim sieges during the Clone Wars requires a jump to hyperspace and an average of about 30 hours of hyperspace travel (assuming you get a decent Astrogate check result), which will empty six fuel cells (costing 30 million credits). Bringing the ship back to Coruscant would require as much fuel as remaining in orbit over a planetary battlefield for six months. This is one reason that Obi-Wan and Anakin didn't travel back to Coruscant very often during the Clone Wars -- moving a fleet of capital ships is very expensive, even for the Galactic Republic.

Starfighters can carry external drop tanks that increase their fuel capacity. One drop tank costs 1,000 credits and includes one fuel cell, and a starfighter can carry drop tanks with extra fuel equal to double their normal fuel cells. For example, an X-wing could carry up to 15 fuel cells -- five internal and 10 external -- at a cost of 10,000 credits for the tanks. Unfortunately, drop tanks can seriously hinder the maneuverability and acceleration of the starfighter: Reduce maximum speed in space by 1 (minimum 1) and apply a –1 penalty to all Pilot checks for every two drop tanks carried. Furthermore, external drop tanks make the starfighter more vulnerable to serious damage; each extra fuel cell added reduces the starfighter's effective Hull DR by 1 point (minimum 0). As a move action, the pilot can jettison any or all drop tanks.

In addition to fuel, all starships have to periodically restock food, water, oxygen, and other mundane consumables. The cost of restocking the ship's stores is 10 credits per person per day of consumables being replaced. For example, replacing one month of consumables (35 days) for a crew of eight would cost 2,800 credits.

Finally, every starship needs an occasional tune-up to continue functioning properly. The exact maintenance schedule is determined by the starship's class:

  • Starfighter: Once every month or four hyperspace jumps (whichever comes first)
  • Space transport: Once every six months or 20 hyperspace jumps (whichever comes first)
  • Capital ship: Once every two years or 100 hyperspace jumps (whichever comes first)

Maintenance cost is the same as 10 fuel cells for that starship (for example, 500 credits for a Small space transport), and it requires 8 hours of work as well as a DC 15 Repair check. You can skip this maintenance if necessary, but doing so adds 5 to all Repair DCs for that starship for every skipped tune-up, and any failed Repair check imposes a –1 cumulative penalty to all Pilot checks. These penalties remain until the starship receives a tune-up at the higher Repair DC.

All of these costs assume you're refueling, restocking, and performing maintenance at a major starport, which has the most cost-efficient facilities available. At a minor starport, multiply costs by 1.5. At an improvised starport, multiply costs by 2. If no starport is available (for example, landing in a field near a settlement), multiply costs by 3.